Contents

General

Spirits are immobile, temporary creatures typically created by rituals. Their level and sometimes their natural lifetime depend upon the linked attribute of the ritual skill creating them. The creature name is derived from the ritual creating them, and is typically (but not always) of the form "Spirit of name of ritual".

Spirits have the following properties:

Skills that affect all creatures within the skills range, such as Heal Area and effects of Nature Rituals, have no effect on Spirits.

Spirit Range

"Spirit range" is approximately 2.7 times the aggro circle radius (about 3/5ths the radar radius). If a second allied spirit of the same name is created within the range of the first spirit, the first spirit will die without taking any damage. However, if one of the same name is Shadow Steped or Teleported to within the range of the first spirit, the teleported spirit itself will die without taking any damage, rather than the original spirit.

Note that a spirit's effect only has spirit range if the skill description says "its range".

Some spirit's effects have explicit shorter ranges.

Spirit Health

A spirit's health, whether Ritualist or Ranger, can be determined by this equation:
(50 + (Spirit Level * 20)) * (1 + Spawning Power * 0.04)
The following is a chart containing the health of spirit depending on both its level and its creator's level in Spawning Power.

Spirit Level

Spawning Power1

1

2

3

4

5

6

7

8

9

10

11

12

13

0

70

90

110

130

150

170

190

210

230

250

270

290

310

1

73

94

114

135

156

177

198

218

239

260

281

302

322

2

76

97

119

140

162

184

205

227

248

270

292

313

335

3

78

101

123

146

168

190

213

235

258

280

302

325

347

4

81

104

128

151

174

197

220

244

267

290

313

336

360

5

84

108

132

156

180

204

228

252

276

300

324

348

372

6

87

112

136

161

186

211

236

260

285

310

335

360

384

7

90

115

141

166

192

218

243

269

294

320

346

371

397

8

92

119

145

172

198

224

251

277

304

330

356

383

409

9

95

122

150

177

204

231

258

286

313

340

367

394

422

10

98

126

154

182

210

238

266

294

322

350

378

406

434

11

101

130

158

187

216

245

274

302

331

360

389

418

446

12

104

133

163

192

222

252

281

311

340

370

400

429

459

13

106

137

167

198

228

258

289

319

350

380

410

441

471

14

109

140

172

203

234

265

296

328

359

390

421

452

484

15

112

144

176

208

240

272

304

336

368

400

432

464

496

16

115

148

180

213

246

279

312

344

377

410

443

476

508

17

118

151

185

218

252

286

319

353

386

420

454

487

521

18

120

155

189

224

258

292

327

361

396

430

464

499

533

19

123

158

194

229

264

299

334

370

405

440

475

510

546

20

126

162

198

234

270

306

342

378

414

450

486

522

558

1The columns are the level of the spirit (which varies per each skill that creates a spirit), while the rows correspond to the character's rank in Spawning Power.

Spirit Armor

A Spirit has approximately Armor = 6*lvl + 3, thus a level 9 or lower Spirit suffers more than listed damage, while a level 10+ Spirit will suffer less than listed damage from sources affected by armor.

Spirit level

Armor

1

9

2

15

3

21

4

27

5

33

6

39

7

45

8

51

9

57

10

63

11

69

Spirit Energy

All spirits have 31 energy and an energy regeneration of 4 pips regardless of level. Skills and effects of spirits do not actually use any of the spirit's energy.

Spirits created by Nature Rituals (sometimes referred to as Nature Spirits) have the appearance of a diminutive Druid. They are totems that emit environmental enchantments affecting all creatures, allies and foes alike, with the pointed exception that they never affect other spirits. Thus it is often a good idea to place beneficial spirits far in the backline so most of the enemies are out of the effect range, to plan the team build to be minimally affected by any negative effects of the spirit, and to use beneficial ones against enemy builds that can't take advantage of the benefits.

Spirits created by Binding Rituals (sometimes referred to as Binding Spirits) can additionally be classified into sub-types.

Spirits that cause a one-time effect upon allies or enemies (but not both) in the area upon the spirits' death.

Spirits that cause triggered effects on all allies or enemies (but not both) within its range, but takes damage each time the effect is triggered.

Spirits that cause constant effect on all allies or foes (but not both) within its range.

Attack Spirits which actively target and attack enemies of the summoner

Attack Spirits

A Banshee style spirit.

Attack Spirits resemble Banshees chained to the ground (see image at right). The spirit Life, even though it is a passive spirit, also uses this graphic (this is likely an error). Non-attacking Binding Spirits use a different graphic of a human-like form with its face covered and arms crossed (this graphic used to only be used for the Destruction spirit).

Attack spirits use attack skills to damage enemies. These skills typically have the same name as the ritual that created the spirits, and they all have longbowrange (1.6 aggro circle radius).

As with most projectiles, spirits gain a range advantage due to increased height above the target.

These attack skills will trigger effects that trigger on attacks, including shouts and chants that target "allies" instead of "party members," and Environmental Effects that do not specifically target "players."

Spirits attack at a rate of one attack every 2 seconds, with the exception of Bloodsong (1.75 seconds) and Vampirism (2.15 seconds).

Attack Spirits will automatically attack any creature within their aggro circle. If a target is already being attacked by an ally, the spirit has a propensity to attack that target. Otherwise, if multiple targets are available, it is unclear which target it selected, although preference will be given to the target with the lowest Armor, or to the target with the closest proximity to the spirit. If a creature in range drops below 50% health, the spirit may switch targets to that creature.

If an enemy is within attack range but outside of the aggro circle, a spirit will not attack unless an ally (including another spirit) hits with an attack against that enemy.

Unlike henchmen and pets, spirits will not react to a called target if you do not attack the target as well (i.e., in order to get the spirit to attack, you must use Ctrl-Space instead of Ctrl-Shift-Space).

If attacked in melee by an enemy, a spirit will always attack that enemy.